;
;   CIVILIZATION GAME DATA
;   Copyright (c) 1995 by MicroProse Software
;
;   This file can be altered at your own risk to change
;   the rules of the game.  Keep in mind that altering the
;   contents of this file may cause your game to malfunction,
;   particularly if you use values outside the specified
;   ranges.
;

;
;   Cosmic Principles
;
;   The following numbers control various key rules
;   of the game.  GREAT discretion is advised if you
;   opt to change these.  Values too far out of the
;   expected range can cause the game to behave strangely.
;
@COSMIC
3       ; Road movement multiplier
4       ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation)
2       ; # of food each citizen eats per turn
10      ; # of rows in food box (rows * city_size+1 = box)
10      ; # of rows in shield box
1       ; Settlers eat (govt <= Monarchy)
2       ; Settlers eat (govt >= Communism)
7       ; City size for first unhappiness at Chieftain level
18      ; Riot factor based on # cities (higher factor lessens the effect)
6       ; Aqueduct needed to exceed this size
16      ; Sewer System needed to exceed this size
10      ; Tech paradigm (higher # slows research)
20      ; Base time for engineers to transform terrain (x2)
3       ; Monarchy  pays support for all units past this
3       ; Communism pays support for all units past this
8       ; Fundamentalism pays support for all units past this
1       ; Communism is equivalent of this palace distance.
50      ; Fundamentalism loses this % of science
50      ; Percent shield penalty for production type change
10      ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
5       ; Max effective science rate in fundamentalism (x10, so 5 = 50%)

;
;   Civilization Advances
;
;   Ai Value, Civilized Modifier, Preq1, Preq2, Epoch, Category
;
;     Ai Value = Basic value at which computer players
;                view this advance (used in determining
;                which discovery to pursue, which to
;                acquire during exchanges, and value of
;                gift during diplomacy).
;     Modifier = Modifier to value based on the "civilized"
;                aspect of a leader's personality.  Positive
;                values increase value for civilized leaders,
;                decrease it for militaristic.  Negative
;                values vice versa.
;     preq1, preq2 = Prerequisites
;
;     Epoch = historical period
;             0 = Ancient
;             1 = Renaissance
;             2 = Industrial Revolution
;             3 = Modern
;
;     Category = Knowledge category
;             0 = Military
;             1 = Economic
;             2 = Social
;             3 = Academic
;             4 = Applied
;
@CIVILIZE
Catholicism,        0, 0,  no,  no,  2, 4    ; AFl
Russia,             0, 0,  nil, nil, 0, 3    ; Alp
Proletariat,        0, 0,  no,  no,  2, 0    ; Amp
Antirussia,         4, 1,  no,  no,  1, 3    ; Ast
Atomic Theory,      4,-1,  no,  no,  2, 3    ; Ato
Progress,           6,-1,  no,  no,  2, 4    ; Aut
Banking,            4, 1,  no,  no,  1, 1    ; Ban
Bridge Building,    4, 0,  nil, nil, 2, 4    ; Bri
Armored Car,        6,-1,  no,  no,  0, 4    ; Bro
Fanatism,           5, 0,  no,  no,  0, 2    ; Cer
Mobilization,       5,-1,  no,  no,  2, 0    ; Che
Plane,              4,-2,  no,  no,  1, 0    ; Chi
Plain,              4, 1,  no,  no,  2, 0    ; CoL
Armored Car,        5,-1,  no,  no,  2, 0    ; CA 
Diversion !,        5,-1,  no,  no,  2, 4    ; Cmb
Conscription,       5, 0,  no,  no,  2, 2    ; Cmn
Armored Cars,       4, 1,  no,  no,  2, 0    ; Cmp
Cannon,             7,-1,  no,  no,  2, 0    ; Csc
Construction,       4, 0,  no,  no,  0, 4    ; Cst
Cannons,            4, 0,  no,  no,  2, 0    ; Cor
1 000 $,            4, 1,  no,  no,  2, 1    ; Cur
Democracy,          5, 1,  no,  no,  2, 2    ; Dem
500 $,              4, 1,  no,  no,  2, 1    ; Eco
Tambov,             4, 0,  no,  no,  2, 0    ; E1 
Marxizm-Lenininzm,  4, 1,  no,  no,  3, 4    ; E2 
Sevastopol,         4, 0,  no,  no,  2, 1    ; Eng
200 furs of grain,  3, 1,  no,  no,  2, 1    ; Env
Espionage,          2,-1,  no,  no,  2, 0    ; Esp
Antobolsheviks Pact,5, 0,  no,  no,  2, 4    ; Exp
1000 sacks of wheat,4,-1,  no,  no,  2, 1    ; Feu
Plain,              4,-1,  no,  no,  2, 0    ; Fli
Military Communism, 3,-2,  no,  no,  2, 1    ; Fun
Harvest of 1921,    3, 0,  no,  no,  2, 0    ; FP 
Kiev,               3, 2,  no,  no,  2, 1    ; Gen
Guerrilla Warfare,  4, 1,  no,  no,  0, 0    ; Gue
Sabotage,           8,-2,  no,  no,  2, 0    ; Gun
Tanks,              4,-1,  no,  no,  0, 0    ; Hor
Industrialization,  6, 0,  no,  no,  2, 1    ; Ind
500 $,              6, 0,  no,  no,  2, 1    ; Inv
Donbas Coal Filelds,5,-1,  no,  no,  2, 1    ; Iro
Tula,               4,-1,  no,  no,  2, 0    ; Lab
Smolensk,           4, 0,  no,  no,  2, 0    ; Las
Leadership,         5,-1,  no,  no,  1, 0    ; Ldr
Literacy,           5, 2,  no,  no,  0, 3    ; Lit
Machine Tools,      4,-2,  no,  no,  2, 4    ; Too
Cossaks,            4,-1,  no,  no,  2, 3    ; Mag
Map Making,         6,-1,  no,  no,  0, 1    ; Map
Masonry,            4, 1,  no,  no,  0, 4    ; Mas
Mass Production,    5, 0,  no,  no,  3, 4    ; MP 
Mathematics,        4,-1,  no,  no,  0, 3    ; Mat
Medicine,           4, 0,  no,  no,  1, 1    ; Med
Metallurgy,         6,-2,  no,  no,  1, 0    ; Met
Peasants,           4, 1,  no,  no,  2, 4    ; Min
Mobile Warfare,     8,-1,  no,  no,  3, 0    ; Mob
Monarchy,           5, 1,  no,  no,  0, 2    ; Mon
Monotheism,         5, 1,  no,  no,  1, 2    ; MT 
Mysticism,          4, 0,  no,  no,  0, 2    ; Mys
Navigation,         6,-1,  no,  no,  1, 1    ; Nav
Nuclear Fission,    6,-2,  no,  no,  3, 3    ; NF 
Nuclear Power,      3, 0,  no,  no,  3, 3    ; NP 
Philosophy,         6, 1,  no,  no,  1, 2    ; Phi
Physics,            4,-1,  no,  no,  1, 3    ; Phy
Plastics,           4, 1,  no,  no,  3, 4    ; Pla
Plumbing,           4, 0,  no,  no,  1, 4    ; Plu
Polytheism,         4, 0,  no,  no,  0, 2    ; PT 
Pottery,            4, 1,  no,  no,  0, 1    ; Pot
Radio,              5,-1,  no,  no,  3, 4    ; Rad
Railroad,           6, 0,  no,  no,  2, 1    ; RR 
Recycling,          2, 1,  no,  no,  3, 2    ; Rec
Refining,           4, 0,  no,  no,  2, 4    ; Ref
Rostov,             3, 1,  no,  no,  2, 0    ; Rfg
The Republic,       5, 1,  no,  no,  0, 2    ; Rep
Robotics,           5,-2,  no,  no,  3, 0    ; Rob
Rocketry,           6,-2,  no,  no,  3, 0    ; Roc
Sanitation,         4, 2,  no,  no,  2, 1    ; San
Seafaring,          4, 1,  no,  no,  0, 1    ; Sea
Space Flight,       4, 1,  no,  no,  3, 3    ; SFl
Stealth,            3,-2,  no,  no,  3, 0    ; Sth
Ekaterinoslavl,     4,-1,  no,  no,  2, 0    ; SE 
Steel,              4,-1,  no,  no,  2, 4    ; Stl
White Guard,        4, 1,  no,  no,  2, 0    ; Sup
Tactics,            6,-1,  no,  no,  2, 0    ; Tac
Theology,           3, 2,  no,  no,  1, 2    ; The
Sanation,           4, 0,  no,  no,  1, 3    ; ToG
Human Rights,       4, 2,  no,  no,  2, 2    ; Tra
Religion,           5, 1,  no,  no,  2, 0    ; Uni
Private Property,   4,-1,  no,  no,  2, 0    ; War
The Wheel,          4,-1,  no,  no,  0, 4    ; Whe
Writing,            4, 2,  no,  no,  0, 3    ; Wri
Future Technology,  1, 0,  no,  no,  2, 0    ; FT 
Progress,           0, 0,  no,  no,  2, 0    ; U1 
Bukhara,            0, 0,  no,  no,  2, 0    ; U2 
Independence,       0, 0,  no,  no,  2, 0    ; U3 
Anticommunism,      0, 0,  no,  no,  2, 0    ; X1 
Nezalejnost,        0, 0,  no,  no,  2, 0    ; X2 
Polish Glory,       0, 0,  no,  no,  2, 0    ; X3 
Baltic Independence,0, 0,  no,  no,  2, 0    ; X4 
Neutralism,         0, 0,  no,  no,  2, 0    ; X5 
International,      0, 0,  no,  no,  2, 0    ; X6 
Monarchism,         0, 0,  no,  no,  2, 0    ; X7 

;
; Above 11 tech slots (U1 to X8) allow you to define your own 
; civilization advances if desired.  Supply the name, the AI 
; value, and the prerequisites.
;
; Then use the "U1", "U2", etc. 
; identifier to incorporate it into the tech chain as a
; prerequisite for other techs, units, city improvements.
;

;
;  City Improvements
;
;   cost(x10), upkeep, preq
;
@IMPROVE
Nothing,                   1, 0,    nil,
Headqueraters,            10, 0,    nil,
Barracks,                  6, 1,    no, 
Granary,                   6, 0,    nil,
Orthodox Church,           4, 0,    no, 
MarketPlace,               8, 1,    nil,
Library,                   8, 1,    no, 
Prison,                    8, 1,    nil,
Fortification,             8, 0,    nil,
Water Supply,              8, 0,    U1, 
Bank,                     12, 1,    no, 
Katholic Church,          12, 3,    no, 
Synagogye,                16, 3,    no, 
Hospital,                 16, 4,    no, 
Military Tribunal,        10, 4,    no, 
Factory,                  20, 4,    no, 
Nezalejnost,              32, 6,    no, 
Polish Glory,             20, 4,    no, 
Quarantine,               20, 2,    no, 
Combed,                   16, 4,    no, 
International,            24, 4,    no, 
Monarchism,               16, 2,    no, 
Private Property,         16, 4,    no, 
Sanations,                12, 2,    no, 
Barracks,                  8, 3,    no, 
Money Exchange,           20, 5,    no, 
Orthodox Church,          16, 3,    no, 
MarketPlace,              10, 2,    no, 
Coastal Battery,           8, 1,    nil,
Prison,                   32, 4,    no, 
Harbor,                    6, 1,    nil,
Sanations,                16, 3,    no, 
Bank,                     16, 3,    no, 
Recruiting Post,           6, 2,    no, 
Synagogye,                 8, 3,    no, 
Hospital,                  8, 0,    no, 
Military Tribunal,        16, 0,    no, 
Factory,                  32, 0,    no, 
Requisition,              60, 0,    nil,
Food Warehouse,           20, 0,    nil,
Kremlin,                  20, 0,    no, 
Old Thomas,               20, 0,    no, 
Water Mill,               20, 0,    no, 
Nuclear Plant,            30, 0,    no, 
City Treasury,            30, 0,    no, 
Sewer System,             30, 0,    no, 
Emir of Bukhara,          30, 0,    nil,
Private Property,         30, 0,    no, 
Recruting Camp,           20, 0,    no, 
White Guard Headquarters, 40, 0,    nil,
Putilov Plant,            30, 0,    no, 
Solar Plant,              40, 0,    no, 
Odessa Theathre,          30, 0,    nil,
Offshore Platform,        40, 0,    no, 
Cathedral,                40, 0,    no, 
Recruiting Camp,          40, 0,    no, 
Imperial Gold Reserves,   40, 0,    no, 
Recruiting Camp,          40, 0,    no, 
Recruiting Camp,          40, 0,    no, 
SS Module,                30, 0,    no, 
Requisition,              60, 0,    no, 
Russo-Balt Plant,         60, 0,    no, 
Kremlin,                  60, 0,    no, 
Old Thomas,               60, 0,    no, 
Lighthouse,               60, 0,    no, 
Recruiting Camp,          60, 0,    no, 
International,            60, 0,    no, 

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Food Warehouse
RR,         ; Kremlin
Fli,        ; Old Thomas
no,         ; Water Mill
no,         ; Nuclear Plant
The,        ; City Treasury
no,         ; Sewer System
nil,        ; Emir of Bukhara
no,         ; Private Property
no,         ; Recruting Camp
nil,        ; White Guard Headquarters
nil,        ; Putilov Plant
nil,        ; Solar Plant
nil,        ; Odessa Theathre
Aut,        ; Offshore Platform
nil,        ; Cathedral
no,         ; Recruiting Camp
no,         ; Imperial Gold Reserves
no,         ; Recruiting Camp
no,         ; Recruiting Camp
nil,        ; SS Module
nil,        ; Requisition
nil,        ; Russo-Balt Plant
no,         ; Kremlin
no,         ; Old Thomas
nil,        ; Lighthouse
nil,        ; Recruiting Camp
nil,        ; International


;
;    Unit Types
;
; until, domain,  move,rng,  att,def  hit,firepwr  cost,hold,  role, preq,  flags
;
; until       = Civ advance which renders unit obsolete
; Move        = Movement rate (spaces per turn)
; Range       = # of turns fuel carried (0 for non-air units)
;
; domain      = Movement domain of unit
:               0 = Ground
;               1 = Air
;               2 = Sea
;
; att         = Attack factor (chance to score hit attacking)
; def         = Defense factor (chance to score hit defending)
; hit         = Hit points (damage x10 which can be taken before elimination)
; firepwr     = # damage points caused per hit scored on enemy.
;
; cost        = Cost (# of shield rows, usually of 10 shields each)
; hold        = # of holds on ship (for carrying units)
;
; role        = AI role (Generally affects the way in
;               which computer players use the unit, but
;               roles >= 5 will actually affect abilities
;               of the unit)
;               0 = Attack
;               1 = Defend
;               2 = Naval Superiority
;               3 = Air Superiority
;               4 = Sea Transport
;               5 = Settle
;               6 = Diplomacy
;               7 = Trade
;
; preq        = Prerequisite advance
;
; "Flags" control special advantages & restrictions.  Not
; all of these flags "make sense" for all types of units
; (paradropping ships, for instance).  Nonsensical variations
; may produce bizarre effects (or worse).  You were warned.
;
;   000000000000001 = Two space visibility
;   000000000000010 = Ignore zones of control
;   000000000000100 = Can make amphibious assaults
;   000000000001000 = Submarine advantages/disadvantages
;   000000000010000 = Can attack air units (fighter)
;   000000000100000 = Ship must stay near land (trireme)
;   000000001000000 = Negates city walls (howitzer)
;   000000010000000 = Can carry air units (carrier)
;   000000100000000 = Can make paradrops
;   000001000000000 = Alpine (treats all squares as road)
;   000010000000000 = x2 on defense versus horse (pikemen)
;   000100000000000 = Free support for fundamentalism (fanatics)
;   001000000000000 = Destroyed after attacking (missiles)
;   010000000000000 = x2 on defense versus air (AEGIS)
;   100000000000000 = Unit can spot submarines
;
;
@UNITS
Peasant,      no,  0,  0.,0,  4a,2d,  0h,2f,  4,0,  1, no,  000000000000000
Worker,       nil, 0,  1.,0,  0a,1d,  1h,1f,  4,0,  5, X7,  000000000000000
Refugee,      nil, 0,  2.,0,  0a,1d,  1h,1f,  4,0,  7, Aut, 000000000000010
Red Forces,   no,  0,  0.,0,  4a,2d,  2h,2f,  4,0,  0, no,  000000000000000
Bolshevik,    no,  0,  1.,0,  6a,3d,  3h,3f,  6,0,  0, no,  000000000000000
Legionary,    nil, 0,  1.,0,  5a,3d,  2h,3f,  4,0,  0, X3,  100000000001001
Recruit,      nil, 0,  1.,0,  4a,3d,  2h,2f,  3,0,  1, X3,  000000000000000
Red Conscript,X6,  0,  1.,0,  4a,2d,  2h,2f,  3,0,  1, E2,  000000000000000
Civilian,     no,  0,  1.,0,  0a,1d,  1h,1f,  2,0,  7, no,  000000000000000
Deserter,     no,  0,  0.,0,  0a,1d,  1h,1f,  4,0,  1, no,  000000000000000
Partisan,     nil, 0,  1.,0,  4a,3d,  2h,3f,  6,0,  1, E1,  000001000000010
Militia,      nil, 0,  1.,0,  4a,2d,  2h,2f,  3,0,  1, X4,  000000000000000
M-gunner,     no,  0,  1.,0,  8a,3d,  3h,3f, 12,0,  0, no,  010010001000000
Anarchist,    no,  0,  1.,0,  5a,3d,  2h,3f, 12,0,  0, no,  000000000000000
Maxim,        no,  0,  1.,0,  8a,3d,  3h,3f, 12,0,  1, no,  010010001000000
Cavalry,      no,  0,  3.,0,  5a,2d,  2h,2f,  8,0,  0, no,  000000000000000
Kossak,       nil, 0,  3.,0,  6a,2d,  3h,3f,  7,0,  0, Rfg, 000010000000000
Armored Train,no,  0,  3.,2, 10a,5d,  5h,4f, 28,0,  0, no,  000000000000001
Red Soldier,  X6,  0,  1.,0,  4a,2d,  2h,2f,  3,0,  0, E2,  000000000000000
Red Cavalry,  X6,  0,  3.,0,  5a,2d,  2h,3f,  6,0,  0, E2,  000000000000000
Dragoon,      no,  0,  3.,0,  5a,2d,  3h,3f,  6,0,  0, no,  000010000000000
Red Cavalry,  nil, 0,  2.,0,  6a,3d,  3h,3f,  6,0,  0, X6,  000011000000000
Tank,         no,  0,  2.,0, 10a,4d,  4h,4f, 24,0,  0, no,  000000000000000
General,      no,  0,  1.,0,  6a,3d,  3h,3f,  6,0,  1, no,  000010000000001
White M-gunner,no,  0,  1.,0,  7a,3d,  4h,3f, 12,0,  0, no,  010010001000000
Armored Car,  no,  0,  1.,0,  8a,5d,  4h,3f, 18,0,  0, no,  010010001000000
Officer's Wife,no,  0,  1.,0,  0a,1d,  1h,1f,  2,0,  7, no,  000000000000000
Reserves,     no,  1,  5.,2,  6a,2d,  2h,2f, 18,0,  3, no,  000000000010001
Ataman Antonov,no,  0,  1.,0,  6a,3d,  3h,3f, 12,0,  0, no,  000011000000001
Plane,        no,  0,  1.,0,  4a,2d,  2h,2f,  3,0,  0, no,  000000000000000
Ataman Dutov, no,  0,  1.,2,  6a,4d,  4h,4f, 100,0,  1, no,  000010000000001
Cannon Boat,  nil, 2,  3.,2,  6a,2d,  3h,3f,  8,2,  0, U1,  000000000001000
Transport,    no,  2,  4.,0,  0a,3d,  3h,3f, 100,10,  4, no,  000000000001000
Barkas,       nil, 2,  3.,0,  0a,1d,  1h,1f,  6,3,  4, U1,  000000000100000
Armed Worker, no,  0,  0.,0,  2a,2d,  2h,2f,  6,4,  1, no,  000000000000000
British Fleet,no,  2,  0.,0,  5a,127d, 3h,3f, 100,10,  2, no,  000000000000000
Caucasian,    no,  0,  0.,0,  0a,1d,  2h,2f,  6,0,  1, no,  000000000000000
Officer,      nil, 0,  1.,0,  5a,3d,  3h,3f,  6,0,  0, Sup, 000000000000000
Baltic Forces,nil, 0,  1.,0,  4a,2d,  2h,2f,  4,0,  0, X4,  000000000000000
Conscript,    nil, 0,  1.,0,  3a,2d,  2h,2f,  3,0,  1, X7,  000000000000000
Volunteer,    nil, 0,  1.,0,  4a,3d,  2h,2f,  5,0,  0, Gen, 000010000000000
Red Infantry, nil, 0,  1.,0,  5a,3d,  3h,3f,  4,0,  1, X6,  000000000000000
Ammunition,   no,  0,  0.,0,  0a,1d,  1h,1f, 16,0,  1, no,  000000000000000
Komissar,     no,  0,  0.,0,  0a,1d,  1h,1f, 12,8,  1, no,  000010000000001
Baron Vrangel,no,  0,  1.,0,  6a,4d,  4h,4f, 18,0,  1, no,  000010000000001
Red Army,     nil, 0,  1.,0,  5a,3d,  3h,4f,  6,0,  0, X6,  110010000010001
Agitator,     no,  0,  2.,0,  8a,1d,  2h,2f,  3,0,  0, no,  001001000000011
Pop,          nil, 0,  2.,0,  0a,1d,  1h,1f,  6,0,  6, X7,  000000000000010
Armed Peasant,nil, 0,  1.,0,  4a,2d,  2h,2f,  3,0,  1, E1,  000000000000000
Cannon,       no,  0,  0.,0,  0a,4d,  4h,4f, 50,0,  0, no,  000000000000000
Basmach,      no,  0,  3.,0,  5a,2d,  2h,2f,  3,0,  0, no,  000010000000010
Batrak,       no,  0,  1.,0,  0a,1d,  1h,1f,  1,0,  0, no,  000000000000000
Foot Basmach, no,  0,  1.,0,  4a,2d,  2h,2f,  2,1,  0, no,  000000000000010
Emir's Guard, no,  0,  1.,0,  5a,3d,  3h,3f,  4,0,  1, no,  000000000000000
Landscape,    no,  1,  0.,0,  1a,1d,  2h,2f,  8,0,  1, no,  000000000000000
KRONSHTADT,   no,  2,  0.,0,  0a,127d,12h,4f, 25,10,  2, no,  000000000000000
Lenin,        no,  0,  0.,0,  0a,1d,  1h,1f,  4,0,  0, no,  000000000000000
Storm Trooper,nil, 0,  1.,0,  5a,3d,  3h,3f,  6,4,  0, Las, 000000000000000
German Army,  no,  0,  0.,0,  5a,127d,12h,127f,  4,0,  0, no,  000000000000000
Rumanian Army,no,  1,  0.,0,  4a,127d,12h,127f,  4,0,  1, no,  000000000000000
Border Pillow,no,  1,  0.,0,  0a,127d,12h,127f, 127,0,  3, no,  000000000000000
Cannon,       no,  0,  0.,0,  0a,4d,  4h,4f, 50,0,  1, no,  000000000000000

;
; Note: the above 11 unit types (extra land, ship, air, and test units) are 
; available for user defined unit types.  If these units are given prerequisites
; other than "no" they will appear in the game when the specified
; technology is reached.  Use if you want to create your own unit types
; without sacrificing any of the predefined units.  Be sure to define
; the "role" field accurately, so that the computer will understand how
; to make use of the new units in its own civilizations.
;
; There is no requirement that the extra units be used to
; create exactly one of each type; you could create three
; ground units.  But the icons provided are for one of each.
; The 11 extra unit types have default icons provided by the game.
; To actually change the icons is a somewhat more difficult
; task.  The icons are stored in "UNITS.GIF".
;
; Sound effects for these 11 units may be added by providing
; CUSTOM1.WAV, CUSTOM2.WAV, and CUSTOM3.WAV for the extra units and
: Extra1.wav through extra8.wav for the 8 test units.  These should be
; 8-bit, mono, and sampled at 22050hz.
;
; Ideas:
;
; Hovercraft,   nil, 2,  8.,0,  0a,1d,  2h,2f,  7,1,  4, MP,  000000000000000
;


;
;  Terrain
;
;  Movecost, defense,   food, shields, trade,
;        . . .  Irrigate, bonus, #turns, ai-irrigate,
;        . . .  Mine,     bonus, #turns, ai-mine
;        . . .  Transform
;
;   defense = multiply by 50% to get % of normal combat factor defended at.
;       (so 3 x 50% = 150%, meaning a strength 2 unit defends at 3).
;
;  Irrigate/Mine = yes, no, or type of terrain changed to
;  Transform     = Terrain type engineers can transform to
;
;  bonus = # extra production from that change
;
;  turns = # turns for settler to make change
;
;  ai    = Minimum govt level necessary for
;          computer player to want to perform irrigate/mine
;        0 Never
;        1 Despotism
;        2 Monarchy
;        3 Communism
;        4 Fundamentalism
;        5 Republic
;        6 Democracy
;
@TERRAIN
Karakumy,   1,2,  0,1,0,   no,  1, 5, 5,   no,  1, 5,  3,  Pln,   ; Drt
Field,      1,2,  0,2,0,   yes, 0, 5, 1,   no,  0,15,  0,  no,    ; Pln
Landscape,  1,2,  0,1,0,   no,  1, 5, 2,   no,  0,10,  0,  no,    ; Grs
Forest,     2,3,  0,2,0,   Pln, 0, 5, 0,   no,  0, 5,  0,  Grs,   ; For
Hills,      2,4,  0,2,0,   no,  1,10, 0,   yes, 3,10,  0,  Pln,   ; Hil
Mountains,  3,6,  0,0,0,   no,  1,10, 0,   no,  1,10,  0,  Hil,   ; Mou
Fertile Land,1,2,  2,2,1,   yes, 3,10, 1,   no,  0, 0,  0,  Drt,   ; Tun
Birch Grove,2,2,  0,1,1,   yes, 1, 0, 0,   no,  1,15,  3,  Tun,   ; Gla
Swamp,      2,3,  0,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   ; Swa
Subtropic,  2,3,  0,1,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   ; Jun
Ocean,      1,2,  0,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Poppy,      1,1,  0,0,5,
Harvest,    1,2,  2,3,0,
Grassland,  1,2,  2,1,0,
Glade,      2,3,  4,2,0,
Mine,       2,4,  0,4,4,
Sheeps,     3,6,  4,0,6,
Cows,       1,2,  4,2,2,
Birch Grove,2,2,  1,1,4,
Poppy,      2,3,  1,4,0,
Vineyard,   2,3,  2,1,4,
Fish,       1,2,  3,0,2,
Poppy,      1,2,  0,4,0,
Sunflowers, 1,2,  3,1,1,
Grassland,  1,2,  2,1,0,
Piglet,     2,3,  4,2,3,
Mine,       2,4,  0,4,4,
Iron,       3,6,  0,4,0,
Cow,        1,2,  5,1,3,
Birch Grove,2,2,  0,4,0,
Poppy,      2,3,  3,0,4,
Fruit,      2,3,  4,0,1,
Fish,       1,2,  2,2,3,




@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Despotism,      Emir,        Emir
Mobilization,   Commander,   Commander
Communism,      Comrade,     Comrade
Fundamentalism, Emir,        Mulla
Republic,       Parliament,  Parliament
Democracy,      Parliament,  Parliament


;
;   Leaders
;
;   leader, female, color, style, plural, adjective, ...
;           ...attack, expand, civilize, ...
;           ...govt, male, female...<repeat>
;
;   female:     0 = male           1 = female
;
;   color:  Color set (1 - 7)
;   style:  City style (0 - 3)
;           0 = Bronze Age
;           1 = Classical
;           2 = Far East
;           3 = Medieval
;
;   attack:     1 = aggressive    -1 = rational
;   expand:     1 = expansionist  -1 = perfectionist
;   civilize:   1 = civilized     -1 = militaristic
;
;   govt = government type for name replacement (0 = Anarchy, 6 = Democracy)
;
;   male, female = titles for leader of government
;
@LEADERS
Caesar,       Livia,               0, 1, 1, Romans,      Roman,       0,  1,  1,     1, Dictator, Dictator, 2, Imperator, Imperatrix
Hammurabi,    Ishtari,             0, 2, 3, Babylonians, Babylonian, -1, -1,  1,
Frederick,    Maria Theresa,       0, 3, 3, Germans,     German,      1, -1,  1,     4, Archbishop, Archbishop, 6, Chancellor, Chancellor
Ramesses,     Cleopatra,           1, 4, 0, Egyptians,   Egyptian,    0,  0,  1,     1, Pharaoh, Pharaoh, 2, Great Pharaoh, Great Pharaoh
Abe Lincoln,  E. Roosevelt,        0, 5, 0, Americans,   American,    0, -1,  1,     4, Reverend, Reverend, 5, Speaker, Speaker
Alexander,    Hippolyta,           1, 6, 1, Greeks,      Greek,       0,  1, -1,     6, Prime Minister, Prime Minister
Mohandas Gandhi,Indira Gandhi,       0, 7, 2, Indians,     Indian,     -1, -1,  0,     2, Maharaja, Maharaja,
Lenin,        Catherine the Great, 1, 1, 1, Russians,    Russian,     1,  1, -1,     2, Czar, Czarina, 4, Patriarch, Matriarch
Shaka,        Shakala,             0, 2, 0, Zulus,       Zulu,        1,  0,  0,
Louis XIV,    Joan of Arc,         0, 3, 1, French,      French,      1,  1, -1,     4, Archbishop, Archbishop, 6, Premier, Premier
Montezuma,    Nazca,               0, 4, 0, Aztecs,      Aztec,       0, -1,  1,
Mao Tse Tung, Wu Zhao,             0, 5, 2, Chinese,     Chinese,     0,  0,  1,     3, Chairman, Chairperson
Henry VIII,   Elizabeth I,         1, 6, 2, English,     English,     0,  1,  0,     4, Lord Protector, Lady Protector, 6, Prime Minister, Prime Minister
Genghis Khan, Bortei,              0, 7, 1, Mongols,     Mongol,      1,  1, -1,
Cunobelin,    Boadicea,            1, 1, 0, Celts,       Celtic,     -1,  1,  0,     4, Druid, Druid
Tokugawa,     Amaterasu,           0, 2, 2, Japanese,    Japanese,    1, -1, -1,     2, Shogun, Shogun, 6, Prime Minister, Prime Minister
Canute,       Gunnhild,            1, 3, 3, Vikings,     Viking,      1,  1,  0,     1, Warlord, Warlord
Philip II,    Isabella,            1, 4, 1, Spanish,     Spanish,    -1,  1, -1,     4, Archbishop, Archbishop
Xerxes,       Scheherezade,        0, 5, 0, Persians,    Persian,     0, -1,  0,     2, Shah, Shah,  4, Ayatollah, Ayatollah
Hannibal,     Dido,                0, 6, 1, Carthaginians,Carthaginian, 0,  0, -1,
Sitting Bull, Sacajawea,           0, 7, 0, Sioux,       Sioux,       0,  0,  0,     1, Chief, Chief, 2, Great Chief, Great Chief

Saladin,    ...,     0, 5, Arabs,       Arab,        1,  0,  1,     4, Ayatollah, Ayatollah, 2, Sultan, Sultana
Atawallpa,  ...,     0, 1, Incas,       Inca,       -1,  1,  1,




;
;   Trading Commodities
;
@CARAVAN
savings,
savings,
soods,
cash,
jewel,
cash,
jewel,
money,
sugar,
saccharin,
lard,
bread,
Vobla,
Vodka,
 ,
 ,


@ORDERS
Fortify,            F
Fortified,          F
Sleep,              S
Build Fortress,     F
Build Road,         R
Build Irrigation,   I
Build Mine,         m
Transform,          O
Clean Pollution,    p
Build Airbase,      E
Go to,              G


@DIFFICULTY
Chieftain
Warlord
Prince
King
Emperor
Deity

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged













